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Ghost in the Shell

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* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

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[SRoZ]

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Site Title

Level
1

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+1

+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
Fort Save
+2

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref Save
+0

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+0

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Urban Tracking; 1st Favored Enemy
Wild Empathy
Combat Style
Endurance
Animal Companion
2nd Favored Enemy
Improved Combat Style

Swift Tracker
Evasion
3rd Favored Enemy
Combat Style Mastery



4th Favored Enemy

Hide In Plain Sight


5th Favored Enemy

Spells Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1st
-
-
-
0
0
1
1
1
1
1
1
1
1
2
2
2
2
3
3
3
2nd
-
-
-
-
-
-
-
0
0
1
1
1
1
1
1
2
2
2
3
3
3rd
-
-
-
-
-
-
-
-
-
-
0
1
1
1
1
1
2
2
3
3
4th
-
-
-
-
-
-
-
-
-
-
-
-
-
0
1
1
1
1
2
3

Key STATS: Dexterity, Strength, Wisdom

Alignment: Any

Hit Die: d10

Class Skills: Climb, Concentration, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Local), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Swim, Use Rope

Starting Skill Points: (6 + INT modifier) x 4

Points/Additional Level: 6 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies:
    Rangers are proficient with all simple and martial weapons, light and medium armors, and shields.

  • Spells:
    Beginning at 4th level, you gain the ability to cast a small number of Divine Spells. In order to cast spells, you must have a minimum Wisdom score of at least 10 + the spells level. Bonus spells are based off your Wisdom score. Spells are prepared and cast like a Cleric, although you cannot sacrifice a spell to cast a Cure or Inflict spell in it's place.
    For purposes of spells with variable determined by level, you are considered a cleric of half your Ranger levels. (See below for the list of spells available).

  • Urban Tracking
    Gain the Urban Tracking feat for free, as described in Unearthed Arcana p.56.

  • Favored Enemy [Ex]
    At first level, you may select a type of creature (dragons, giants, goblinoids, undead, etc) as a favored enemy. (You may select your own species only if you are of an evil alignment). With this variant, you may also select an organization instead of a creature type as your favored enemy. For example, a character might select a particular thieve's guild, merchant house, or even the city guard. The favored enemy bonus would apply to all members of the organization, regardless of their creature type or subtype.
    Due to extensive studies of your favored enemy and training in the proper techniques of combating them, you gain a +1 bonus to Bluff, Listen, Sense Motive, and Spot when using any of these skills against this type of creature. Likewise, you also gain a +1 bonus to attack and damage rolls against creatures of your chosen type. This applies to ranged weapons, but only if you are within 30 feet of your target. This bonus does not apply to creatures that are immune to Critical Hits.
    At 5th level, and every 5 levels after that (i.e. 10th, 15th, etc), you may select a new species to add to your favored enemy list, gaining all the bonuses above to the new species.

  • Wild Empathy [Ex]
    A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds half of his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a startling attitude of indifferent, while wild animals are usually unfriendly. This variant differs in that only half the ranger's level is used, to reflect his limited connection with the natural world.
    To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing a n animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a - 4 penalty on the check.

  • Combat Style [Ex]
    At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
    If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even is he does not have the normal prerequisites for that feat.
    The benefits of the ranger's chosen style may apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  • Endurance
    A ranger gains Endurance as a bonus feat at 3rd level.

  • Animal Companion [Ex]
    At 4th level, a ranger gains an animal companion from the following list: badger, dire rat, dog, riding dog, eagle, hawk, owl, snake (Small or Medium viper), or wolf. For this variant, the animal cannot be larger than Medium size. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.
    This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effect druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  • Improved Combat Style [Ex]
    At 6th level, a ranger's aptitude in his chosen combat style improves. If he selected archery at 2nd level, he is treated as having the Manyshots feat, even if he does not have the normal prerequisites for that feat.
    If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat even if he does not have the normal prerequisites for that feat.
    As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  • Swift Tracker [Ex]
    Beginning at 8th level, a ranger can move at his normal speed while using his Urban Tracking feat and making a Gather Information check every half hour without taking the normal -5 penalty.

  • Evasion [Ex]
    At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light or no armor. A helpless ranger does not gain the benefit of Evasion.

  • Combat Style Mastery [Ex]
    At 11th level, a ranger's aptitude in his chosen combat style improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
    If the ranger selected two-weapon combat at 2nd level, his is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
    As before, the benefits apply only when the ranger wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  • Hide in Plain Sight [Ex]
    A ranger of 17th level or higher can use the Hide skill even while being observed, in any terrain (natural or city).

Urban Ranger Spell List
    Level 1

  • Alarm
  • Branch to Branch
  • Calm Animals
  • Camouflage
  • Comprehend Languages
  • Delay Poison
  • Detect Chaos/Good/Evil/Law
  • Detect Poison
  • Detect Secret Doors
  • Detect Snares and Pits
  • Endure Elements
  • Entangle
  • Hide from Animals
  • Hunter's Mercy
  • Jump
  • Longstrider
  • Low-Light Vision
  • Magic Fang
  • Message
  • Naturewatch
  • Pass Without Trace
  • Ram's Might
  • Read Magic
  • Resist Energy
  • Smell of Fear
  • Speed Swim
  • Stalking Brand
  • Summon Nature's Ally I
  • Surefoot
  • Towering Oak

    Level 2

  • Barkskin
  • Burrow
  • Cat's Grace
  • Claw's of the Beast
  • Cure Light Wounds
  • Detect Thoughts
  • Dispel Fog
  • Eagle's Splendor
  • Easy Trail
  • Knock
  • Locate Object
  • One with the Land
  • Owl's Wisdom
  • Protection from Energy
  • Rock Catch
  • Scent
  • Spike Growth
  • Summon Nature's Ally II
  • Wind Wall

    Level 3

  • Blade Thirst
  • Brittleskin
  • Cure Moderate Wounds
  • Darkvision
  • Decoy Image
  • Discern Lies
  • Easy Climb
  • Greater Magic Fang
  • Invisibility
  • Jump, Mass
  • Living Prints
  • Neutralize Poison
  • Remove Disease
  • Repel Vermin
  • Safe Clearing
  • Speak With Dead
  • Summon Nature's Ally III
  • Tongues
  • Tremorsense

    Level 4

  • Animal Growth
  • Aspect of the Shark
  • Bane Bow
  • Burrow, Mass
  • Camouflage, Mass
  • Cure Serious Wounds
  • Darkvision, Mass
  • Deeper Darkvision
  • Dimensional Anchor
  • Freedom of Movement
  • Land Womb
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Nondetection
  • Snakebite
  • Summon Nature's Ally IV
  • Superior Darkvision
  • Tree Stride
  • True Seeing

Page Last Updated March 1st, 2005

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